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tankieboy

Armed support

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Hi gang,

I have a problem. I am into making my supports into packets i.e. repair truck would have a cargo hummer and a mg hummer for support of the trucks.

All are placed as empty with a squad as moveInDriver(s), moveInGunner and moveInCargo(s) for the vehicles with the leader as a driver of the command hummer and a support waypoint set.

The problem is when repair support is called they turn up and dismount as expected, however I want the mg hummer gunner to stay where he is (in the gunners position) on over watch for the support group.

I have tried putting this [gunnersname moveInGunner hummersname] in the init box of the support waypoint but it does not work.

Please help.

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Hi gang,

I have a problem. I am into making my supports into packets i.e. repair truck would have a cargo hummer and a mg hummer for support of the trucks.

All are placed as empty with a squad as moveInDriver(s), moveInGunner and moveInCargo(s) for the vehicles with the leader as a driver of the command hummer and a support waypoint set.

The problem is when repair support is called they turn up and dismount as expected, however I want the mg hummer gunner to stay where he is (in the gunners position) on over watch for the support group.

I have tried putting this [gunnersname moveInGunner hummersname] in the init box of the support waypoint but it does not work.

Please help.

First do:

<unit> assignasgunner <vehicle>

Maybe you are also required to do:

[<unit>] ordergetin true

If you should have problems getting him out of the vehicle:

unassign <unit>

[<unit>] ordergetin false

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this assignAsGunner ammoe; [this] orderGetIn true

What am I doing wrong?

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try using the units name instead of "this"

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tankieboy, why don't you just seperate only the

hummer gunner from the group and put him into his

own 1man group?

By using this way, you wouldn't need to bother playing

around with assignaswoteva or orderGetin stuff.

I mean: it's also possible to do it with the gunner being

in the group, but is it worth all that if you can do it that easy too?

~S~ CD

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WaCko

DV Chris Death

Thanks for your help guys, I will try both after work. I did'nt think of the seperate group thing, duh. I will have to name the guy and guysname moveInGunner vechilename I assume.

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Or you do not name him and use just: this moveingunner blabla

in his init field.

Up to you, wether you want to access him later during the mission or not.

~S~CD

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I just un-grouped him and it worked (I am so thick). He needs a kick in the nuts to react to the enemy. I will raise his skill and see if that helps.

Thanks once again guys.

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Also you could give him a waypoint exactly onto him.

Waypoint settings:

firemode: open fire

behaviour: combat

~S~ CD

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Also you could give him a waypoint exactly onto him.

Waypoint settings:

firemode: open fire

behaviour: combat

~S~ CD

The shits still won't engage on their own accord. rock.gif

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the reason why he wont fire is because if there is a drive still in the hmmwv the gunner will be under the drivers control even thoe hes not in their group......

so add this to the gunners init fild....

this assignAsGunner hmmwv; this moveInGunner hmmwv; this setBehaviour "AWARE"; this setCombatMode "RED";

make him a group member and have to hole group set to

"open fire" on a waypoint so they still can fight.......and at the waypoint BEFORE!! they all get out type this in on the on activation field of the waypoint

"[hmmwv gunners name] join grpNull"

this will take him out of the group and once everyone is OUT of the hmmve he will do his thing and will shoot... wink_o.gif

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Quote[/b] ]the reason why he wont fire is because if there is a drive still in the hmmwv the gunner will be under the drivers control even thoe hes not in their group......

huh - didn't think about that one - yeah that's true

But then again you could also try (not sure if it works too),

to make the no-group gunner just a higher rank than the

leader of the group, so he might become commander

of the vehicle and probably this will make him fire aswell.

~S~ CD

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biggrin_o.gif lol i tryed that one also...I was still getting the same results

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the reason why he wont fire is because if there is a drive still in the hmmwv the gunner will be under the drivers control even thoe hes not in their group......

so add this to the gunners init fild....

this assignAsGunner hmmwv; this moveInGunner hmmwv; this setBehaviour "AWARE"; this setCombatMode "RED";

make him a group member and have to hole group set to

"open fire" on a waypoint so they still can fight.......and at the waypoint BEFORE!! they all get out type this in on the on activation field of the waypoint

       "[hmmwv gunners name] join grpNull"

this will take him out of the group and once everyone is OUT of the hmmve he will do his thing and will shoot... wink_o.gif

Dont forget that this is suport with the group leader as the driver of the armed escort hummer so when support is supporting he will jump out as will the rest of the group (Ammo, Fuel, Repair Drivers or medics). Just the escort gunner will remain in situ as he is not within the support group. The gunner still needs an invitation to join the party and engage!

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Well it does work and works fine for me...If u want i can send u the lil mission i put together to see what will make it work do u want it?...lol or if u want send me the mission and ill do it for u..........but yes it will work and if u have more than one hmmwv it can still be done the same way but will take some more typing rock.gif

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